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Jennifer Whyte ARVR Innovate Conference & Expo 2016

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Collaborative VR in construction Jennifer Whyte, Centre for Systems Engineering and Innovation Department of Civil and Environmental Engineering
Transcript

Collaborative VR in construction

Jennifer Whyte, Centre for Systems Engineering and Innovation

Department of Civil and Environmental Engineering

Outline

1. Progress - 2nd edition of book "Virtual Reality and the

Built Environment”

2. Development of a 3D Mobile Visualization Environment

(3D-MOVE) to take collaborative VR out of the

University

3. Use of 3D-MOVE in 'Crossrail' project in London for

design review

Pre 1950s 1950-1970s 1970-1985 1986-1995 1996-2005 2006-2015

• Whirlwind – the

first real-time

computer

• Keyboards

• Cathode Ray

Tube (CRT)

displays

• Flight

simulation

• Light pens

• The mouse

• Head-mounted

displays

(HMDs)

• CG / HCI /

haptics

• Sketchpad –

the first CAD

application

• Sketchpad III –

the first 3D

CAD

application

• Advanced

rendering of 3D

objects (Gourand,

Phong shading

etc.)

• Networked

computing for

processing

complex graphics

• Walkthrough – the

first interactive

architectural

walkthrough

• First commercial VR -

SGI leads hardware

market and develops

3D APIs – Open GL,

Inventor and

Performer

• Commercial software

from Evans &

Sutherland, Multigen

Paradigm, WTK,

Division etc.

• Peripherals -treadmill,

BOOM and

Fakespace’s CAVE

and Immersadesk

1st Generation

High-end

computing in

VR research

laboratories

• Introduction of

mouse and joystick• Gloves, active and

passive stereo, PC-

based graphics

cards

• PC-based VR

software e.g. VPL

Research, Virtuality

and Superscape

• Web-based 3D

• Multi-user worlds

• VRML 1.0

• Basic translation

from CAD to VR

• Motion capture

• Volume

visualization

• Auto-

stereoscopic

displays and

flexible ‘roll up’

screens

• 3D laser

scanning

• CAD to VR and

GIS to VR

translation

• PC-based

software

• VRML, Direct 3D,

Force feedback,

sketching devices,

tablets

2nd Generation

Desktop and

mobile

computing at

consumer

product prices

3rd Generation

HMDs, smart

phones and

computing at

consumer

product prices

2006-2015

Examples:

• Google glasses, google

cardboard, oculus rift, Daqri

• Unity and unreal gaming

engines

• CAVE 2, Mission Room,

igloo

Research on virtual reality and augmented reality in construction

Reconfiguring a 1990s ‘CAVE’ at University of Reading

to run Windows with MiddleVR and Unity

Crossrail – A £13bn railway across London

Crossrail – A £13bn railway across London

“Urban heart surgery”

Interdisciplinary Design Reviews using the 3D Mobile Visualization Environment (3D-MOVE), Crossrail Innovate 18 Project

with Dr Laura Maftei, who took photo, and Dr Dragana Nikolic

Data Science Institute, Imperial College London

Close

1. Sought to make a case for collaborative VR for some

applications

2. Looking for ‘use cases’ of all types of AR/VR in the

planning, design, construction and operation of

buildings, infrastructure and cities

2nd Edition co-authored with Dragana

Nikolic in preparation

@vrandbe

Collaborative VR in construction

Jennifer Whyte, Centre for Systems Engineering and Innovation

Department of Civil and Environmental Engineering


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